Hans-Kristian Arntzen
814d764df7
Fix exporting large raw buffers at an offset.
2025-08-20 00:05:29 +09:00
baldurk
fd61a60a42
Fix error with structured object iteration
2025-08-15 13:44:56 +01:00
baldurk
fb2c09a4d9
Fix crash if APIInspector::RevealParameter is called for hidden object
...
* There's nothing to expand for hidden objects so make sure we don't crash or
expand the wrong item.
2025-08-15 12:56:26 +01:00
baldurk
dbeeb67459
Display a specific message for resources with no usage tracked
...
* Currently we only track usage for buffers and textures.
2025-07-31 17:10:14 +01:00
baldurk
e6a7b36cdc
Add the ability to cancel an update while it's downloading. Closes #3162
2025-07-31 17:10:14 +01:00
baldurk
799a9a8452
Report and display descriptor buffer state in pipeline view
2025-07-30 22:10:25 +01:00
baldurk
ceb062b658
Add a DescriptorType to GetDescriptors query
...
* This will be optional in many cases but for some situations might be required
when type information is not implicitly available in the descriptor store.
Generally it should always be available unless the descriptor store is being
viewed 'blank' purely from its contents with no other context.
2025-07-30 22:10:23 +01:00
baldurk
9545e6f27b
Add specific annotation for GPU address serialised values
2025-07-30 22:10:22 +01:00
baldurk
3be544c51d
Prevent infinite recursion when processing includes for shader edits
2025-07-29 13:05:07 +01:00
baldurk
82e963550a
Display read-only DSVs more clearly in D3D pipeline state
2025-07-08 13:37:37 +01:00
baldurk
0293487eb8
Properly handle D3D11 constant buffers with a 0 range specified
2025-07-04 14:10:51 +01:00
baldurk
f94a479939
Fix a potential crash while closing a capture
2025-07-04 10:16:53 +01:00
baldurk
6be083f66a
Display space and register for root parameters in root signature viewer
2025-06-30 11:06:13 +01:00
baldurk
9bad0c5ec0
Remove some memset calls on non-POD types
2025-06-06 12:16:54 +01:00
baldurk
93617f3d11
Adjust shader viewer highlight colours for dark theme
2025-06-05 17:11:45 +01:00
baldurk
18cb138aa3
Do not allow error reports on fatal error from dev/unoffiical builds
2025-06-03 14:20:33 +01:00
baldurk
435956cf4d
Format VK_WHOLE_SIZE properly on texel buffers in pipeline state
2025-05-26 15:00:00 +01:00
Jake Turner
f120f46b45
ShaderViewer UI validation for ShaderVariable construction
...
if members.size() == 0
rows * columns must be between 1 and 15
type must not be Struct
if members.size() > 0
type must be Struct or Unknown or ConstantBlock
rows must be 0
columns must be 0
then recurse and check construction of each element of members array
2025-05-19 16:44:25 +01:00
Jake Turner
8dcf051d99
Fine grained ShaderVariable comparison for ShaderViewer UI consistency
2025-05-14 18:11:05 +01:00
Jake Turner
47c64f607d
ShaderVariable UI consistency check for duplicated variable change
...
Detect if a ShaderVariable has multiple changes per step
2025-05-14 16:28:37 +01:00
Jake Turner
370334ca6e
Do not do ShaderViewer UI consistency checks in RELEASE builds
2025-05-09 13:27:10 +01:00
Jake Turner
6b39f8de88
ShaderViewer UI error checks for consistency in ShaderVariableChanges
...
Step Forwards: first appearance of a variable must have "before" = {}
Step Forwards: not-first appearance of a variable "before" must equal currently known value
Step Backwards: first appearance of a variable must have "after" = {}
Step Backwards: not-first appearance of a variable "after" must equal currently known value
2025-05-08 16:06:35 +01:00
baldurk
2288237723
Early detect and error when launching reserved filenames for capture
...
* This is a safety measure to ensure we never add hooks to system processes, so
we should detect this case earlier and error for the user.
2025-05-05 10:49:42 +01:00
baldurk
9673a5571c
Don't silently drop working directory, print error if it doesn't exist
2025-05-05 10:49:01 +01:00
baldurk
0f019eafb9
Add option to make shader search paths non-recursive
...
* For very large shader symbol stores especially those on network drives, the
bad behaviour that PIX has to recursively search all possible subdirectories
and enumerate all files can be really slow. Most of the time a file is
identified by its hash filename and looked up directly - if that isn't a hit,
in many cases users would rather a fast exit to having no symbols.
2025-04-16 17:39:51 +01:00
baldurk
2d006eaa7b
Ensure newlines are stripped from command line input
...
* These can be inserted via copy-paste even though Qt says that QLineEdit only
does single line editing :(
2025-03-24 13:05:59 +00:00
Tristan Ritchie
2eade4650b
Add support for VK_KHR_maintenance5
2025-03-19 15:43:08 +00:00
baldurk
2322e165de
Update copyright years to 2025
2025-03-14 18:54:37 +00:00
baldurk
86e8909b1e
Display colour swatch when showing cbuffer values as RGB. Closes #3533
2025-03-06 16:07:49 +00:00
baldurk
959d330488
Treat RGB display of float values as in linear space always. Refs #3533
2025-03-06 16:07:49 +00:00
baldurk
5b2ec79df3
Fix missing handling of dynamic offsets. Closes #3547
2025-03-04 13:14:55 +00:00
baldurk
81268dc79a
Try to preserve selected pipeline stage as much as possible
...
* When switching between mesh/normal pipeline keep the same stage selected if
it's a common stage even if the index has changed.
2025-02-25 11:42:56 +00:00
baldurk
46f83c15a4
Ensure replay loop is cancelled before window is hidden
...
* See also f56a989e4f - we don't want to make the replay loop always on
top though
2025-02-21 14:38:54 +00:00
baldurk
31d29fcea1
Add python function to clear replay cache
2025-02-21 14:19:12 +00:00
baldurk
08d2ad0294
Update vulkan headers to 1.4.307
...
* Trivial promotion of these extensions:
- VK_KHR_depth_clamp_zero_one
- VK_KHR_compute_shader_derivatives
2025-02-13 18:32:21 +00:00
baldurk
2c5fee7c07
Set mesh viewer tables to always have a scrollbars
...
* This can prevent a very rare resize loop
2025-02-07 11:28:25 +00:00
baldurk
fb5a6a6133
Fix regression that all D3D11 output targets were considered used
...
* This would lead to them showing up as 'red' if they are unbound.
2025-02-05 16:36:55 +00:00
Faith Ekstrand
876212c4da
Add special cases for Fossilize encoding of mutable descriptors
...
When mutable descriptor sets are used, Fossizlie needs the
VkMutableDescriptorSetCreateInfoEXT. However, instead of taking it raw
like some other inputs, it uses a simplified version that is just a list
of lists. If we give it full structs, Fossilize will crash. In order to
do this, we need a couple special cases.
2025-01-28 23:31:30 +00:00
baldurk
62a89fcf22
Quote newline entries for matrix CSV exports. Closes #3520
2025-01-16 12:04:15 +00:00
Jake Turner
f3bb7523b5
Reset the controlType current index to 0 in the BufferViewer constructor
...
This keeps the UI display in sync with the code internal settings for camera choice i.e. FlyCam/ArcBall. During the constructor, the UI setup for the different axis mappings will call on_resetCamera_clicked() and that can change the controlType current index value to be different from the expected/desired default value of 0.
Closes#3509
2025-01-02 09:44:54 +00:00
Jake Turner
5cda9752e0
Display the D3D12 IA indexStripCutValue in UI control "Restart Idx"
...
Previously "Restart Idx" was hardcoded to 0xFFFFFFFF
Show "Disabled" if the indexStripCutValue is D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED (0)
Similar UI behaviour to the GL pipeline state viewer
Closes#3508
2025-01-02 09:44:10 +00:00
baldurk
c9a621a812
List registers last in shader viewer tables
2024-12-19 15:13:52 +00:00
baldurk
5c73842332
Fix source variables not properly propagating updateID
2024-12-19 14:08:02 +00:00
baldurk
663ae9bc94
Update tip about attaching to running instances
2024-12-17 17:36:27 +00:00
baldurk
0880f7b0be
Remove unused help window button from extension manager
2024-12-13 16:48:16 +00:00
baldurk
0e406b0e4d
Fix some issues with descriptor display with inline UBOs
2024-12-09 16:19:20 +00:00
Jake Turner
11870b184a
ShaderViewer support for ShaderDirectAccess shader resources
...
i.e. D3D12 SM6.6 HLSL Dynamic resources which index directly into the resource/sampler heap and not via shader bindings.
2024-12-04 13:40:17 +00:00
Honeybunch
3ea9735866
Mesh Shader Debugging
2024-11-20 10:50:14 +00:00
Jake Turner
2443dbcb55
Shader Editing: Fix problem where single Replace didn't work
...
Use the same findHash string in performReplace() as in performFind() by including the find direction in the findHash in performReplace()
2024-11-09 07:07:11 +00:00
baldurk
ec261a2f85
Use API entry point not source entry point when decompiling source
2024-11-05 10:12:16 +00:00